WEBVTT

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Realistic

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Realistic Commons
VFX(1)

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GCC Academy

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Hello

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I'm Kwangwook Tak, 
your instructor for Unreal Graphics

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We previously worked on creating a level

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and now it's time

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to capture that level in video form

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Unreal Engine provides a feature

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called Sequencer for this purpose

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In this session, 
we'll use the Marketplace to build a stage

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or level

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and understand the concept of the Sequencer, 
which enables video creation in Unreal Engine

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Additionally, we'll explore camera work

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a fundamental aspect of video production

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Using the Marketplace(Fab) 
and Overview of Sequencer

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To create a sequencer, we'll first design a level

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For this level, we'll learn 
how to utilize external resources

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by importing assets from outside

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and installing them into the project

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We'll learn this

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Previously, Unreal Engine had

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a marketplace for buying and selling assets, 
known as the Marketplace

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accessible from

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the launcher

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next to the Library tab

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This has now been rebranded as Fab

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Fab expands on the original Marketplace

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offering a broader range

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of assets for purchase and sale

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It's currently undergoing further expansion

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Let's look at how to buy and sell assets using Fab

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Click on the Fab tab

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to see a Start Exploring

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Clicking this button

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redirects you to the Fab website

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where you can perform the same activities

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When you click

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you can go to Fab homepage

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Here, users can engage in buying and selling assets

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I've been talking about buying and selling

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but this site called Fab

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is a marketplace where users 
can create assets themselves and sell them

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and developers can develop those assets

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and then buy those assets from 
users who want to develop them

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In the past, there was only one Marketplace

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Still, now Unreal Engine

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has integrated multiple platforms

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such as Sketchfab

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and ArtStation

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into one unified system called Fab

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It hasn't been that long 
since we integrated under the name Fab

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So, there are a lot of transitional situations 
that have arisen

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For example, some products that were 
previously available on the Marketplace

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are currently not accessible

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on the Fab site

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Of course, there is an advantage in that you can buy 
everything previously available on other sites besides the marketplace

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at once

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and conveniently

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I do feel a little sorry about that

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As time goes by

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it seems that assets previously 
available on the marketplace

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will gradually increase

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even though they are not currently available on Fab

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First of all, the way to buy is simple

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If you look, you can see various assets 
by browsing in front

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If you hover your mouse over browse at the top

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you can decide the category by type like this

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For example, if you click on 3D models

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you can see the price

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for 3D modeling like this

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You can see the items you can buy

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 And on the right, there are various formats

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For example

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you can see the tool it was made with

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the extension

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and the game engine

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If you look, you can see that it is not only 
Unreal Engine but also EFN

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so that you can see the Fortnite editor version

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And you can see Unity

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This current Fab site

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is the Unity Asset Store

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Unity also has Marketplace

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That marketplace called the Asset Store

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is joined by this Fab

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so that you can buy assets in Unity at the same time

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It's amazing

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There's an item where you can decide the format

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Then, you can decide on the download size

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and price

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If you click and see

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there's a free version, you can click

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and get only the free version

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When working on an early project

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if you use free data like this

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to create a high-quality prototype

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you can simply use the prototype 
with high utilization and quality

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It's simple to purchase

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How can we utilize

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these features?

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Let's say we're browsing a modeling asset

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When you open it, you can view details about the asset

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On the right

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you'll find options for selecting its usage type

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By clicking License

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you can choose between personal or commercial use

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and the cost will vary accordingly

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You can select Personal Use 
and proceed directly to download

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Upon clicking, you'll be prompted 
to choose the desired file format

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for download

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You can get this format right here

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There are also these

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Alternatively, you can add the asset 
to your Library for later access

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So if you click on it

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you can then later select it 
from the Library and bring it back in

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There are also props like this

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And for example

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Under the Environment category

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let's take the Dynamic Heat Create Sample as an example

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You can download impressive environments like these

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When you click Download

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instead of receiving it as a generic 3D modeling format

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you'll see options specifically for Unreal Engine

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such as into an Unreal Engine project

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You can see this option pop up

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If you check these things

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and there are files that need to be installed 
in Unreal Engine

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click Add to My Library on the right

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to own them in your Library

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Once it's entered My Library

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the usage method is simple

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Once the View in Library button is available

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go to your Library

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When you go to My Library

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You'll see a list of all the assets 
you've purchased there

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For 3D models

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you can simply click

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to download the files

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directly in the desired format

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Similarly, you can access 
and use assets directly from your Library

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Especially in the case of environment

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like the Dynamic City we just saw

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assets that can be used in Unreal Engine 5

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cannot be downloaded right now

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So we have to use another method

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Here's how to proceed

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After confirming the assets in your Library

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on the website

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open the Launcher

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In the launcher, go to the third tab, Library

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In Library tab

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scroll down

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to find the Fab Library

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If the assets

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don't appear immediately

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perform a Refresh

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Once refreshed

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I chose other category

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make sure the Category is set to All and refresh

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then you'll see all the assets from your website library

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displayed directly in the launcher

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Let's try searching

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for the Dynamic City asset we just acquired

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When you search, you'll see Dynamic City in the results

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Clicking it redirects you to the website

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Using this asset is straightforward

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In this case, the option says Create Project

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This asset

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the one you just downloaded

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seems to be one that requires 
the creation of a project itself

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So, we're just going to create it as a new asset

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On the right side

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let's look at other options

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It says Add Project

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If it says Add or Install Engine

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things like these

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We should click on it 
and add it to the project we want

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In this case

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it might be the Level Design_VOD project

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Select the project, and once you click Add to Project

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the asset will be installed directly

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After adding the asset to a project

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you can use it by installing it directly in the project

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If the project has been added

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you can see that

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a new folder is created in your content browser

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in your folder

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and the assets we purchased are installed in that folder

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I would like to use this FAB

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to receive levels for learning the sequencer

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However, the assets we've been using

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are not yet available on Fab

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While they may be added over time

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the current learning materials

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can't be used

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To address this, we've uploaded the assets created

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during our course development to a GitHub repository

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For this session, we'll use the resources 
from the GitHub repository

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to learn about the Sequencer

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If you check the links in

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the exchange or video materials

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you'll find the GitHub repository

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You can download the Environment Pack 3 folder

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by clicking on the Code

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and selecting Download zip

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Please compress this folder and download it

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Once the download is complete, unzip it

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After extraction, you�셪l see a folder

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named Environment Pack 3

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containing several subfolders

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There are several folders

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In this state, I will copy and paste the entire folder

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called Environment Pack 3

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I'm going to copy and paste it

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Where do I paste it?

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The project we're currently using

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In my case, I'm teaching using a project

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named LevelDesign_vod

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When you open this project folder

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you'll see several subfolders

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Among them, go to the Content folder

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Here, you'll find folders for the levels

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materials, and other assets

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Right here

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Paste it here

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Copy and paste Environment Pack 3

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If you copy and paste like this

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a folder will be created like this

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You can see that a folder like this has been 
created inside the content folder

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The path is very important

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Copy and paste directly under the Content folder

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After doing this, return to your project

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and in the Content Browser

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you'll see the Environment Pack 3 folder appear

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Then it's done right

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We'll use these assets for the Sequencer

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Inside, look for the Maps folder

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You'll find various maps within it

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and we'll use the DemoMap4 level for this session

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To get started

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go to File, New Level

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and select Empty Level

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to create a blank level

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Drag and drop

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the DemoMap4 level

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into the blank level we just created

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Initially, the level may appear as a gray checkered box

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However, after a short while

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the Shaders will compile

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and the assets will load properly

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This may have taken a while

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Once the compilation is complete

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you will see a very clean

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and nice level like this

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This asset is a map that was created

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while making a mobile game 
called Infinity Blade at Epic Games in the past

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That map has now been discontinued

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and all of its resources have been released

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You can use it freely

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Epic Games made these assets free to use

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enabling developers to incorporate them freely

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into their projects

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Their exceptionally high quality

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makes them a valuable resource 
for learning and development

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In this empty level

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we were using a map 
called Demo Map 4 from outside

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by drag and drop

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This process is called Streaming Level

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which means loading 
and using an external level within another level

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Since Unreal Engine 5

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this process has been renamed to Level Instance

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I think it would be better to think of it

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as something that used to be called Level Streaming

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but is now called Level Instance

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If you want to modify a Level Instance

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such as making changes to elements 
within the imported level

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00:13:45.760 --> 00:13:49.447
For example, you can see that 
there's a light here right now

278
00:13:49.760 --> 00:13:53.039
This light that's currently in this DemoMap4

279
00:13:53.039 --> 00:13:55.159
which looks like a Directional Light

280
00:13:55.159 --> 00:13:58.000
is set to Stationary to me

281
00:13:58.000 --> 00:14:00.479
so it's not set to Movable

282
00:14:00.479 --> 00:14:03.119
which is why it looks like there's an error

283
00:14:03.119 --> 00:14:04.640
I want to fix this part

284
00:14:04.640 --> 00:14:06.280
So I want to click and edit it

285
00:14:06.280 --> 00:14:10.599
But actually, since I'm in a level instance 
called DemoMap4

286
00:14:10.599 --> 00:14:13.382
it's not going to be easy to

287
00:14:13.386 --> 00:14:14.950
actually go into this map

288
00:14:14.950 --> 00:14:16.793
and select it directly to edit it

289
00:14:17.321 --> 00:14:20.119
If you click on the level instance actor

290
00:14:20.119 --> 00:14:22.840
called DemoMap4 in the outliner

291
00:14:22.840 --> 00:14:25.640
you can see that there are various actors inside

292
00:14:25.640 --> 00:14:27.400
but they are all disabled

293
00:14:27.400 --> 00:14:28.679
This means that you can't change them

294
00:14:28.679 --> 00:14:30.000
You can't modify them

295
00:14:30.000 --> 00:14:31.960
To enable editing, go to the Details panel

296
00:14:31.960 --> 00:14:34.880
and locate the Level Edit section

297
00:14:34.880 --> 00:14:36.840
Click the Edit

298
00:14:36.840 --> 00:14:39.719
Once clicked, you'll see that the actors 
in the Level Instance become active

299
00:14:39.719 --> 00:14:43.799
In other words, you can think of it

300
00:14:43.799 --> 00:14:47.320
as you are currently in this level called DemoMap4

301
00:14:47.320 --> 00:14:50.973
So you can see that the level name above

302
00:14:51.200 --> 00:14:53.239
has also changed to green

303
00:14:53.239 --> 00:14:54.696
The middle button

304
00:14:54.697 --> 00:14:57.119
You can see that the button 
that says Exit is also activated

305
00:14:57.119 --> 00:15:00.159
In this case, we came in here

306
00:15:00.159 --> 00:15:02.759
In other words, you can think of it

307
00:15:03.280 --> 00:15:08.239
as coming directly into the asset below

308
00:15:08.239 --> 00:15:10.559
the level called DemoMap4 in our content browser

309
00:15:10.559 --> 00:15:13.430
So if you come in and select this light

310
00:15:13.840 --> 00:15:15.799
and change it to Movable

311
00:15:15.799 --> 00:15:18.719
you can see that the X mark disappears like this

312
00:15:18.719 --> 00:15:21.197
If you're done with this, Exit

313
00:15:21.218 --> 00:15:23.597
If you press the Exit button at the bottom

314
00:15:24.320 --> 00:15:27.159
to save this

315
00:15:27.159 --> 00:15:30.359
you can see that it's coming out well

316
00:15:30.359 --> 00:15:33.047
without the X mark

317
00:15:33.760 --> 00:15:37.171
And again, you can see that the object is disabled

318
00:15:37.799 --> 00:15:39.159
Let's close it again

319
00:15:39.159 --> 00:15:43.080
and then, on the level instance

320
00:15:43.080 --> 00:15:47.458
we will try a simple camera direction

321
00:15:47.458 --> 00:15:50.280
Let's learn about Sequencer

322
00:15:50.280 --> 00:15:51.761
Sequencer is

323
00:15:52.119 --> 00:15:54.359
when we normally play a game

324
00:15:54.359 --> 00:15:57.440
like the game opening or ending

325
00:15:57.440 --> 00:16:00.640
or to explain an important story

326
00:16:00.640 --> 00:16:05.039
suddenly, in the middle of playing, user cannot control

327
00:16:05.039 --> 00:16:08.046
and that the developer directed

328
00:16:08.048 --> 00:16:11.520
 a video appears

329
00:16:11.520 --> 00:16:14.322
These are usually called Cut Scene

330
00:16:14.719 --> 00:16:17.039
Creating these Cut Scenes

331
00:16:17.039 --> 00:16:20.814
in Unreal Engine is done using the Sequencer

332
00:16:21.359 --> 00:16:25.829
In the past, when engine quality was not as advanced

333
00:16:26.080 --> 00:16:28.400
separate 3D assets were used

334
00:16:28.400 --> 00:16:31.799
for Cut Scenes and gameplay

335
00:16:31.799 --> 00:16:35.931
However, with Unreal Engine's 
current high-quality rendering capabilities

336
00:16:36.119 --> 00:16:37.484
in general videos

337
00:16:37.951 --> 00:16:40.585
movies, animations, advertisements

338
00:16:40.585 --> 00:16:44.200
and other genres, Sequencers

339
00:16:44.200 --> 00:16:48.119
create a lot of videos

340
00:16:48.119 --> 00:16:52.239
So these days, Sequencers are being used in many ways

341
00:16:52.239 --> 00:16:54.556
not just for Cut Scenes

342
00:16:54.799 --> 00:16:57.359
Then, let's look at the concept of a Sequencer

343
00:16:57.359 --> 00:16:59.885
Since a Sequencer is

344
00:17:00.165 --> 00:17:02.875
a function that creates Cut Scenes and other images

345
00:17:03.119 --> 00:17:06.839
it uses many concepts from filming

346
00:17:06.839 --> 00:17:10.640
So, it's a little easier to understand
if you compare it to filming

347
00:17:10.640 --> 00:17:13.199
The terminology and concepts are almost similar

348
00:17:13.199 --> 00:17:17.680
So, if you look at it, the person who corresponds 
to a director is usually a developer

349
00:17:17.680 --> 00:17:21.079
The developer who directs the scene 
that directs the Sequencer will be the developer

350
00:17:21.079 --> 00:17:23.901
There's an actor called a Sequencer

351
00:17:24.359 --> 00:17:25.959
We will learn about the Sequencer

352
00:17:25.959 --> 00:17:27.119
This is an actor

353
00:17:27.119 --> 00:17:30.680
You can think of the Sequencer actor as a director

354
00:17:30.680 --> 00:17:33.079
The director has a scenario

355
00:17:33.079 --> 00:17:35.239
So, in the Sequencer, there's a scenario

356
00:17:35.239 --> 00:17:39.199
a scenario continuity, which we call a continuity

357
00:17:39.199 --> 00:17:44.719
The director and the scenario continuity 
are usually called Sequencer

358
00:17:44.719 --> 00:17:47.359
In that Sequencer, this camera

359
00:17:47.359 --> 00:17:49.067
Cine Camera Actor is

360
00:17:49.195 --> 00:17:53.445
used to shoot the video

361
00:17:53.448 --> 00:17:57.007
Then, in the movie, there's a location

362
00:17:57.319 --> 00:17:58.973
a place

363
00:17:59.280 --> 00:18:02.280
You can think of that place as a level

364
00:18:02.280 --> 00:18:04.301
You film the level with a camera

365
00:18:04.959 --> 00:18:08.463
And in a movie, there will be actors and props

366
00:18:09.199 --> 00:18:13.719
It would be good to think of all those 
as actors in Unreal Engine

367
00:18:13.719 --> 00:18:17.959
Right now, we have a lot of actors on one level

368
00:18:17.959 --> 00:18:20.239
There, the player moves

369
00:18:20.239 --> 00:18:21.839
and the props move

370
00:18:21.839 --> 00:18:23.920
The process of moving all these actors

371
00:18:23.920 --> 00:18:27.040
 and filming all of them with a camera

372
00:18:27.040 --> 00:18:32.280
is filmed by the director 
according to the scenario storyboard

373
00:18:32.280 --> 00:18:36.297
I think it would be good to think of 
this concept as the concept of a Sequence

374
00:18:36.297 --> 00:18:39.885
Cinematic Direction Using Camera Work

375
00:18:40.302 --> 00:18:42.172
So, in this level

376
00:18:42.172 --> 00:18:42.990
which is made up of actors

377
00:18:42.991 --> 00:18:44.400
and various props

378
00:18:44.405 --> 00:18:46.959
we're going to do

379
00:18:46.959 --> 00:18:48.665
with the first camera work, we're going to do a scene

380
00:18:48.666 --> 00:18:51.601
where we can look around the entire map in one go

381
00:18:51.617 --> 00:18:53.073
I'll do that kind of directing

382
00:18:53.319 --> 00:18:55.174
And then I'll bring in an actor

383
00:18:55.607 --> 00:18:57.607
in the second scene

384
00:18:57.857 --> 00:18:58.572
Enemy

385
00:18:58.585 --> 00:19:01.921
I will try to compose a second scene

386
00:19:01.921 --> 00:19:03.880
where the enemy, who becomes a monster

387
00:19:03.880 --> 00:19:05.751
comes out like this, roars once

388
00:19:05.752 --> 00:19:08.706
and says, "I'm here"

389
00:19:08.920 --> 00:19:10.819
The first is here

390
00:19:10.820 --> 00:19:13.246
A scene where the character comes in

391
00:19:13.246 --> 00:19:15.544
A scene where we take a quick look here

392
00:19:15.545 --> 00:19:17.067
and a quick look at the map

393
00:19:17.400 --> 00:19:22.151
The second scene is where the monster appears and focuses on the monster

394
00:19:22.599 --> 00:19:25.024
I'm going to plan the storyboard

395
00:19:25.025 --> 00:19:28.117
and proceed with these two scenes

396
00:19:28.239 --> 00:19:31.079
First, let's set up the camera

397
00:19:31.079 --> 00:19:33.199
Let's go like this for the camera

398
00:19:33.199 --> 00:19:36.880
The camera will start here and go like this

399
00:19:36.880 --> 00:19:39.535
then rotate like this

400
00:19:41.160 --> 00:19:43.728
so we can see the whole thing

401
00:19:44.089 --> 00:19:45.362
at once

402
00:19:45.363 --> 00:19:48.050
Then, let's start by creating a Sequencer

403
00:19:48.560 --> 00:19:52.520
There will be a slate icon at the top of this Editor

404
00:19:52.520 --> 00:19:54.922
This is related to the Sequencer

405
00:19:55.088 --> 00:19:56.520
Click on the Sequencer

406
00:19:56.520 --> 00:20:01.000
If you click on the second item 
called add level sequence with shot

407
00:20:01.000 --> 00:20:05.119
you will see settings for which scene to shoot

408
00:20:05.119 --> 00:20:07.599
So the name is Sequence

409
00:20:07.599 --> 00:20:10.000
this is simply My Sequence

410
00:20:10.000 --> 00:20:12.520
you can think of this as the name of the video

411
00:20:12.520 --> 00:20:15.358
We're going to shoot a video 
with the name My Sequence

412
00:20:15.358 --> 00:20:16.651
Check it

413
00:20:17.040 --> 00:20:20.079
Then there's the root path

414
00:20:20.079 --> 00:20:21.959
And we'll leave this as the default

415
00:20:21.959 --> 00:20:23.880
and there's an item called Number Of Shots

416
00:20:23.880 --> 00:20:26.040
I'll make the Number Of Shots two

417
00:20:26.040 --> 00:20:30.372
We will divide it into one scene 
where we look at the entire level with the camera

418
00:20:30.560 --> 00:20:32.613
and then a second shot

419
00:20:32.839 --> 00:20:36.800
where we focus on the monster when it appears

420
00:20:36.800 --> 00:20:40.520
We'll divide it into these two shots and use them

421
00:20:40.520 --> 00:20:44.479
And below that, you can see the time for each shot

422
00:20:44.479 --> 00:20:47.329
It's currently set to 5 seconds

423
00:20:48.239 --> 00:20:50.286
If you scroll down

424
00:20:50.512 --> 00:20:52.188
I think it should be around this much

425
00:20:52.728 --> 00:20:54.280
Set it like this

426
00:20:54.280 --> 00:20:57.959
and click Create Level Sequence 
with Shorts at the bottom

427
00:20:57.959 --> 00:21:01.599
Then you'll see that the overall layout has changed a bit

428
00:21:01.599 --> 00:21:04.359
You can see it created like this in the outliner

429
00:21:04.359 --> 00:21:06.640
Let's put this demo map aside for now

430
00:21:06.640 --> 00:21:08.526
I think it'll be a little more convenient

431
00:21:09.239 --> 00:21:15.218
And at the bottom, you can see that a panel 
called Sequencer has been created

432
00:21:15.454 --> 00:21:16.123
Done

433
00:21:17.034 --> 00:21:18.034
And if you look

434
00:21:18.644 --> 00:21:21.285
the Sequencer is like this

435
00:21:21.286 --> 00:21:23.253
a shot that you can think of as the entire film

436
00:21:23.259 --> 00:21:25.119
And if you look on the right

437
00:21:25.640 --> 00:21:28.400
you can see that the number of 
time frames flows like this

438
00:21:28.400 --> 00:21:31.560
like After Effects or Premiere

439
00:21:31.560 --> 00:21:34.442
Time flows from left to right

440
00:21:35.119 --> 00:21:38.880
And if you look here, 
you can see it's divided into two

441
00:21:38.880 --> 00:21:40.839
This means shots

442
00:21:40.839 --> 00:21:42.880
Shot 1, Shot 2

443
00:21:42.880 --> 00:21:46.280
So, if you look closely on the left

444
00:21:46.280 --> 00:21:48.586
you can see that the names of the shots are written

445
00:21:48.869 --> 00:21:51.751
as Shot001, and on the right, Shot002

446
00:21:51.761 --> 00:21:55.959
You can also double-click on each shot to go into it

447
00:21:55.959 --> 00:21:56.784
Like this

448
00:21:57.680 --> 00:22:02.027
Then, you can set the details within that shot

449
00:22:02.520 --> 00:22:06.395
Right now, if you look, you can see that 
an actor called CineCamera Actor 1

450
00:22:07.479 --> 00:22:10.880
was automatically created within the first shot

451
00:22:10.880 --> 00:22:12.495
If you go back to the root

452
00:22:12.496 --> 00:22:14.650
you can see the path at the top right

453
00:22:15.000 --> 00:22:19.319
If you double-click on Shot001 
at the top right, you'll enter

454
00:22:19.719 --> 00:22:22.800
If you click on My Sequence Root above

455
00:22:22.800 --> 00:22:25.127
the two shots, like before, will be combined

456
00:22:25.128 --> 00:22:27.329
into a full film

457
00:22:27.479 --> 00:22:29.839
Here, if you double-click

458
00:22:29.839 --> 00:22:31.916
and double-click and enter the second shot

459
00:22:32.024 --> 00:22:32.921
like this

460
00:22:33.043 --> 00:22:35.212
The cine camera actor

461
00:22:35.378 --> 00:22:38.185
enters like this in the second shot

462
00:22:38.491 --> 00:22:41.160
But if you look now, you can see that it is disabled

463
00:22:41.160 --> 00:22:43.504
This is because if you look at the entire shot

464
00:22:43.504 --> 00:22:47.316
and click on My Sequence to view the entire film

465
00:22:48.439 --> 00:22:50.264
you can see a marker here

466
00:22:50.564 --> 00:22:56.719
This marker is checking the current frame

467
00:22:56.719 --> 00:23:01.119
Since the marker was in shot 001

468
00:23:01.119 --> 00:23:05.695
you can see that 002 is currently disabled

469
00:23:06.000 --> 00:23:07.839
If you come back and double-click shot 1

470
00:23:07.839 --> 00:23:10.128
you can see it is active like this

471
00:23:10.328 --> 00:23:12.155
Right now, this marker

472
00:23:12.821 --> 00:23:16.807
is showing the scene of frame 001

473
00:23:17.119 --> 00:23:18.800
Think of it like this

474
00:23:18.800 --> 00:23:22.239
Then, let's create one from the first shot

475
00:23:22.239 --> 00:23:25.190
Here, we will create something

476
00:23:25.640 --> 00:23:28.839
that moves like this using a camera

477
00:23:28.839 --> 00:23:31.915
If you look inside this shot right now

478
00:23:31.916 --> 00:23:33.546
double-click to go inside

479
00:23:33.839 --> 00:23:40.617
When you go in, you can see a new camera 
called the Cine Camera Actor has been created

480
00:23:40.959 --> 00:23:43.760
Unlike the cameras we used before

481
00:23:43.760 --> 00:23:50.239
the Sequencer automatically registers 
a dedicated camera for the Sequencer

482
00:23:50.239 --> 00:23:54.056
so we use that camera to shoot the cine

483
00:23:54.400 --> 00:23:56.348
So if you look at it like this

484
00:23:56.883 --> 00:23:58.821
you can see it like this with that camera

485
00:23:59.119 --> 00:24:01.469
If you select the camera actor on the right

486
00:24:02.491 --> 00:24:06.621
a preview window 
with the camera actor selected will appear

487
00:24:07.359 --> 00:24:09.560
If you look to the right now

488
00:24:09.760 --> 00:24:10.949
It's here

489
00:24:11.239 --> 00:24:16.043
You can see that the CineCamera actor 
is automatically there

490
00:24:17.079 --> 00:24:18.897
I will create a scene

491
00:24:20.040 --> 00:24:22.791
where it moves from this location

492
00:24:23.800 --> 00:24:26.920
to this side and sweeps

493
00:24:26.920 --> 00:24:29.220
the entire vent

494
00:24:29.479 --> 00:24:34.040
To do that, it would be good to select the camera and move it

495
00:24:34.040 --> 00:24:34.896
but I'm going to select it

496
00:24:36.011 --> 00:24:38.230
move it, and rotate it

497
00:24:39.330 --> 00:24:40.280
Rotate

498
00:24:40.280 --> 00:24:43.970
and use this camera preview like this, it would be nice

499
00:24:44.199 --> 00:24:45.363
It's a bit inconvenient

500
00:24:46.359 --> 00:24:49.400
So, let's split this viewport a little bit

501
00:24:49.400 --> 00:24:51.004
I'm going to adjust the layout a little bit

502
00:24:51.459 --> 00:24:53.560
Click the 3 lines at the top

503
00:24:53.560 --> 00:24:58.760
Then click the Two Panes in the layout

504
00:24:58.760 --> 00:25:00.479
and it's divided into two

505
00:25:00.479 --> 00:25:01.966
I'm going to click the top of the frame

506
00:25:03.014 --> 00:25:08.211
on the left and click on the CineCamera Actor 0

507
00:25:08.211 --> 00:25:09.741
Like this

508
00:25:09.742 --> 00:25:14.113
Then, I will click on the CineCamera Viewport below

509
00:25:15.708 --> 00:25:21.719
and try to do this so that the CineCamera

510
00:25:21.719 --> 00:25:23.951
shines like this

511
00:25:24.800 --> 00:25:25.691
Like this

512
00:25:26.185 --> 00:25:28.444
On the right is the way to work

513
00:25:28.444 --> 00:25:31.199
Then, on the left is the camera

514
00:25:31.199 --> 00:25:35.757
You can check the view of the camera that we are going to work with

515
00:25:36.000 --> 00:25:39.599
However, it tends to come out a little dark

516
00:25:39.599 --> 00:25:42.520
At that time, click the Show button

517
00:25:42.520 --> 00:25:45.880
and click Use Defaults to change it to the default setting

518
00:25:45.880 --> 00:25:47.520
I will change it to the default setting

519
00:25:47.520 --> 00:25:50.839
Then, on the right, it will say Real-time Off

520
00:25:50.839 --> 00:25:53.040
If you click on it, it will change to Real-time On

521
00:25:53.236 --> 00:25:54.359
and the button will disappear

522
00:25:54.359 --> 00:25:56.202
Or, if you click on these three lines

523
00:25:56.466 --> 00:25:58.697
and check in Realtime

524
00:25:58.710 --> 00:26:02.880
you can check the values �뗢�땤hat have been changed

525
00:26:02.880 --> 00:26:04.599
If you look at it in this prepared state

526
00:26:04.640 --> 00:26:08.242
select the camera here

527
00:26:08.439 --> 00:26:10.643
and move it like this

528
00:26:11.239 --> 00:26:13.583
You can work while

529
00:26:14.139 --> 00:26:16.532
looking at the screen composition

530
00:26:16.542 --> 00:26:20.599
with the camera directly on the left

531
00:26:20.599 --> 00:26:21.928
I'll turn this off

532
00:26:22.263 --> 00:26:23.179
like this

533
00:26:23.698 --> 00:26:25.517
You can do it like this

534
00:26:27.760 --> 00:26:29.599
In this state, let's try

535
00:26:29.599 --> 00:26:33.164
going from here to here

536
00:26:33.394 --> 00:26:34.377
First

537
00:26:35.281 --> 00:26:38.397
in this Sequencer panel at the bottom

538
00:26:38.408 --> 00:26:41.359
move the marker to the very front

539
00:26:41.359 --> 00:26:46.319
If you make a mistake and this marker 
falls slightly like this, it'll break

540
00:26:46.319 --> 00:26:47.839
You can see that it's deactivated

541
00:26:47.839 --> 00:26:49.640
This is because

542
00:26:49.640 --> 00:26:55.439
if you look at the Cine Camera Actor we've created right now

543
00:26:55.439 --> 00:26:57.520
you can see a lightning bolt

544
00:26:57.520 --> 00:26:58.433
A lightning bolt

545
00:26:58.774 --> 00:27:00.438
This lightning bolt is an indicator

546
00:27:00.640 --> 00:27:02.599
that it's a Spawnable actor

547
00:27:02.599 --> 00:27:08.280
So, it's a spawnable actor indicator that tells you

548
00:27:08.280 --> 00:27:11.361
that this actor is only active in shot 001

549
00:27:11.680 --> 00:27:15.505
So if you look at it, if the marker is inside, it doesn't matter

550
00:27:15.760 --> 00:27:17.766
Still, if this marker follows outside

551
00:27:18.239 --> 00:27:22.079
in other words, if it's outside 001

552
00:27:22.079 --> 00:27:25.633
the cine camera actor exists only inside

553
00:27:25.920 --> 00:27:27.119
because there is no space outside

554
00:27:27.119 --> 00:27:30.560
so it becomes inactive

555
00:27:30.560 --> 00:27:35.319
The scene that we adjusted to the cine camera disappears

556
00:27:35.319 --> 00:27:36.647
You lose it

557
00:27:37.040 --> 00:27:39.174
In that case, there's nothing you can do

558
00:27:39.439 --> 00:27:41.983
Re-align and re-set

559
00:27:42.439 --> 00:27:44.653
You can do this by adjusting the cine camera actor material

560
00:27:45.043 --> 00:27:47.280
and going back and forth

561
00:27:47.280 --> 00:27:50.391
or you can carefully move the marker back and forth

562
00:27:50.800 --> 00:27:54.040
To do this, rather than moving the marker back and forth like this

563
00:27:54.040 --> 00:27:56.839
it's a good idea to use this button

564
00:27:56.839 --> 00:27:59.280
so that if you click on these two fronts here

565
00:27:59.280 --> 00:28:01.920
the marker will automatically move forward

566
00:28:01.920 --> 00:28:03.044
If you put it in this position

567
00:28:03.044 --> 00:28:05.449
and fix it to this position

568
00:28:06.239 --> 00:28:09.138
on this frame where the marker is

569
00:28:09.560 --> 00:28:12.319
f you look at the location value of Transform

570
00:28:12.319 --> 00:28:15.048
you'll see a diamond mark on the right

571
00:28:15.359 --> 00:28:17.611
If you click on this diamond mark

572
00:28:18.040 --> 00:28:21.280
it will be activated like this

573
00:28:21.280 --> 00:28:26.400
If you look at the Sequencer panel, you will see that a marker

574
00:28:26.400 --> 00:28:30.199
has been created in the Transform section at the bottom

575
00:28:30.199 --> 00:28:31.439
It is printed here

576
00:28:31.439 --> 00:28:37.760
This marker means that information about the current location

577
00:28:37.760 --> 00:28:39.018
has been recorded

578
00:28:40.199 --> 00:28:43.239
And if you go to the side like this

579
00:28:43.239 --> 00:28:45.680
When you go there

580
00:28:45.680 --> 00:28:47.319
I don't know which frame this is

581
00:28:47.319 --> 00:28:49.018
I think it would be easier to do it in seconds

582
00:28:49.400 --> 00:28:51.803
So click on Frame 30 above

583
00:28:52.479 --> 00:28:55.619
I'll change it to Seconds by clicking Show Time As

584
00:28:55.623 --> 00:28:58.162
Then, you can see that it changes in seconds above

585
00:28:58.560 --> 00:29:00.117
So

586
00:29:00.117 --> 00:29:02.600
at around 2 seconds

587
00:29:03.199 --> 00:29:07.319
I'll say, "I want this camera to be here"

588
00:29:07.319 --> 00:29:09.199
Let's go with this

589
00:29:09.199 --> 00:29:10.133
Good

590
00:29:10.599 --> 00:29:15.400
Let's set the marker at the 2-second mark

591
00:29:15.400 --> 00:29:19.000
nd then move the camera to an appropriate location

592
00:29:19.000 --> 00:29:20.560
like I want it to be here

593
00:29:20.560 --> 00:29:25.479
Then, if you click the marker value in the location value again

594
00:29:25.479 --> 00:29:26.648
you can see that it's recorded and connected with a line like this

595
00:29:27.688 --> 00:29:31.198
You can see that it's recorded and connected with a line

596
00:29:31.471 --> 00:29:34.469
So, if you move the marker like this

597
00:29:34.792 --> 00:29:38.209
you can see that the camera moves naturally like this

598
00:29:39.494 --> 00:29:41.040
Let's go to Infront and play it

599
00:29:41.040 --> 00:29:42.239
If you play it

600
00:29:42.239 --> 00:29:45.470
you can see it moves naturally like this

601
00:29:46.839 --> 00:29:49.199
This is the basic camera working configuration

602
00:29:49.199 --> 00:29:52.983
This is simply animating the level Sequence

603
00:29:54.308 --> 00:29:57.000
For now, I've created a camera work

604
00:29:57.000 --> 00:29:59.805
by animating the camera

605
00:30:00.239 --> 00:30:04.119
Basically, I've tried directing it simply through a camera work

606
00:30:04.772 --> 00:30:08.743
Let's apply a key frame in the Sequencer

607
00:30:09.220 --> 00:30:11.599
if you know how to take it in the Sequencer

608
00:30:11.599 --> 00:30:14.452
Let's try applying a camera work

609
00:30:15.000 --> 00:30:17.387
The camera will be here right now

610
00:30:17.719 --> 00:30:20.419
This time, as it circles

611
00:30:20.696 --> 00:30:21.956
circles around

612
00:30:23.148 --> 00:30:25.920
centered around the entrance where the character comes in

613
00:30:25.920 --> 00:30:28.558
To be exact, we're going to make it

614
00:30:28.880 --> 00:30:32.880
so that you can look at the whole thing

615
00:30:32.880 --> 00:30:35.599
by rotating it around

616
00:30:35.599 --> 00:30:37.359
starting from this point where the character starts

617
00:30:37.359 --> 00:30:40.359
this actor where the character starts

618
00:30:40.359 --> 00:30:44.000
So normally, you could move the camera little by little to take a key

619
00:30:44.000 --> 00:30:46.494
move it a little bit to shoot key

620
00:30:46.579 --> 00:30:50.400
In movies, they often use a method

621
00:30:50.400 --> 00:30:51.733
of taking pictures

622
00:30:51.733 --> 00:30:55.788
by placing the camera on a track

623
00:30:55.803 --> 00:30:58.577
to create a rail and moving the camera along the rail

624
00:30:59.199 --> 00:31:03.000
Let's make a rail, a cart that moves the rail

625
00:31:03.000 --> 00:31:07.359
and a camera on top of the cart so that it can move

626
00:31:07.359 --> 00:31:10.520
So, let's make it so we can create

627
00:31:10.520 --> 00:31:12.000
a natural camera path

628
00:31:12.000 --> 00:31:15.680
First, we'll need a Camera Rig Rail

629
00:31:15.680 --> 00:31:18.199
So after placing the marker at the second

630
00:31:18.199 --> 00:31:22.319
2 seconds later, we'll make this camera move along the rail

631
00:31:22.319 --> 00:31:24.158
so let's get the rail

632
00:31:24.560 --> 00:31:27.280
For the rail, in the Place Actor

633
00:31:27.280 --> 00:31:30.079
among the fourth cinematic items

634
00:31:30.079 --> 00:31:33.439
there's an actor called the second Camera Rig Rail

635
00:31:33.439 --> 00:31:35.199
We can use this actor

636
00:31:35.199 --> 00:31:38.588
Let's get this actor by drag and drop

637
00:31:39.555 --> 00:31:42.520
If you go down here and bring it back like this

638
00:31:43.599 --> 00:31:46.199
a rail like this will be created

639
00:31:46.199 --> 00:31:49.448
This rail might be visible

640
00:31:49.966 --> 00:31:51.605
if you look at the center exactly

641
00:31:51.606 --> 00:31:53.854
but let's hide the grid for now

642
00:31:55.280 --> 00:31:57.143
Click on the grid

643
00:31:58.980 --> 00:32:00.946
and if you skip the complicated grid

644
00:32:01.800 --> 00:32:04.040
and click on this rig rail actor

645
00:32:04.040 --> 00:32:06.439
there is a white line in the middle

646
00:32:06.439 --> 00:32:08.560
In fact, you can think of this rail

647
00:32:08.560 --> 00:32:12.319
as being visualized along this line

648
00:32:12.319 --> 00:32:14.160
So, this modeling data

649
00:32:14.160 --> 00:32:16.119
is just modeling data

650
00:32:16.119 --> 00:32:19.719
that we've visualized to make it easier for us to work

651
00:32:19.719 --> 00:32:23.640
and in reality, you can think of it as the data

652
00:32:23.640 --> 00:32:26.599
moving based on this white line

653
00:32:26.599 --> 00:32:29.599
So, if you look at it, you can click on the square point

654
00:32:29.599 --> 00:32:32.521
at the end of the white line in the middle

655
00:32:32.829 --> 00:32:35.026
and move it like this

656
00:32:35.359 --> 00:32:37.160
Likewise, there's a small dot

657
00:32:37.160 --> 00:32:39.199
hidden at the end

658
00:32:39.199 --> 00:32:42.599
If you select this point, you can move it like this

659
00:32:42.599 --> 00:32:45.000
And if you select this point

660
00:32:45.000 --> 00:32:47.217
and move it like this, it can grow more

661
00:32:47.703 --> 00:32:48.800
You can also rotate it

662
00:32:48.800 --> 00:32:52.280
Since you can rotate it, you can create a curve like this

663
00:32:52.280 --> 00:32:55.400
Then, we can call each of these special points

664
00:32:55.400 --> 00:32:57.239
Point

665
00:32:57.239 --> 00:32:59.280
By controlling the points

666
00:32:59.280 --> 00:33:03.199
we can set the shape of the camera rig rail

667
00:33:03.199 --> 00:33:06.629
In other words, that shape will be the path 
that the camera will move

668
00:33:07.359 --> 00:33:08.870
The starting point is this part

669
00:33:08.871 --> 00:33:09.362
The back

670
00:33:09.362 --> 00:33:11.560
This part with the square plate spline

671
00:33:11.560 --> 00:33:13.800
is the starting point

672
00:33:14.644 --> 00:33:18.641
and this currently selected point is the endpoint

673
00:33:18.839 --> 00:33:20.319
So we did the opposite

674
00:33:20.319 --> 00:33:23.680
We have to put the starting point here 
and the endpoint in the back

675
00:33:23.680 --> 00:33:25.324
so first

676
00:33:25.429 --> 00:33:33.675
we select the actor in the middle of 
this camera rig rail and rotate it

677
00:33:34.439 --> 00:33:36.640
I didn't select a point

678
00:33:36.640 --> 00:33:39.560
but I selected the entire spline

679
00:33:39.560 --> 00:33:41.292
I just selected the actor

680
00:33:41.719 --> 00:33:43.220
I'm going to move it like this

681
00:33:45.119 --> 00:33:49.160
Then, click on the point at the back

682
00:33:49.160 --> 00:33:50.839
Click again

683
00:33:50.839 --> 00:33:55.573
I'm going to rotate it

684
00:33:59.548 --> 00:34:01.369
and move it like this

685
00:34:01.959 --> 00:34:06.084
It's a little narrow, so I will shrink it like this and use it widely

686
00:34:08.199 --> 00:34:11.679
If I do this and rotate it like this

687
00:34:13.007 --> 00:34:14.523
a curve will come out

688
00:34:14.840 --> 00:34:18.159
but it will end up too short

689
00:34:18.422 --> 00:34:25.026
When that happens, you'll see lines 
sticking out on both sides of this point

690
00:34:25.613 --> 00:34:27.439
These lines are called Handle

691
00:34:27.439 --> 00:34:28.597
It's called a Handle

692
00:34:28.778 --> 00:34:32.533
and if you grab both sides and move it

693
00:34:32.679 --> 00:34:36.764
it's the same as grabbing this center point and rotating it

694
00:34:36.769 --> 00:34:38.650
And the interesting thing is that

695
00:34:38.658 --> 00:34:41.665
you can also extend this point

696
00:34:41.665 --> 00:34:46.360
Then, you can adjust the curve that's being bent like this

697
00:34:46.360 --> 00:34:47.236
Like this

698
00:34:48.428 --> 00:34:49.079
Like this

699
00:34:50.452 --> 00:34:52.304
The starting point is the same

700
00:34:52.310 --> 00:34:53.542
Select the starting point

701
00:34:54.224 --> 00:34:55.224
rotate it

702
00:34:57.509 --> 00:35:00.405
and you'll get a curve like this

703
00:35:01.320 --> 00:35:05.418
Then, let's move this point

704
00:35:06.520 --> 00:35:09.004
and create a large curve

705
00:35:09.012 --> 00:35:09.797
Like this

706
00:35:11.444 --> 00:35:14.560
make the handle this long to create a curve

707
00:35:14.600 --> 00:35:17.000
and I think I need one more point here

708
00:35:17.000 --> 00:35:19.761
So I click on the point at the end and right-click

709
00:35:20.766 --> 00:35:23.360
Select Duplicate Spline Point

710
00:35:23.360 --> 00:35:24.928
Then, it will be duplicated

711
00:35:24.929 --> 00:35:25.929
Click

712
00:35:26.080 --> 00:35:28.840
Then, the point will not change

713
00:35:28.840 --> 00:35:30.919
but you can see that a rail is created

714
00:35:30.919 --> 00:35:32.896
If you move the point in this state

715
00:35:32.896 --> 00:35:36.414
one of them will be duplicated and moved

716
00:35:36.822 --> 00:35:38.907
This is the point that we duplicated

717
00:35:40.496 --> 00:35:46.808
Likewise, you can create the points in this way

718
00:35:48.262 --> 00:35:53.676
I think I can make the overall curve like this

719
00:35:54.570 --> 00:35:56.379
I'll raise it a bit more

720
00:35:57.840 --> 00:36:00.600
As it goes up more and more, a rail should be formed

721
00:36:00.600 --> 00:36:03.780
so that the camera can go up like this and progress

722
00:36:04.520 --> 00:36:05.962
In this case

723
00:36:06.758 --> 00:36:09.488
I'll rotate it

724
00:36:12.078 --> 00:36:13.035
and raise it more

725
00:36:13.036 --> 00:36:14.566
Raise it a bit

726
00:36:15.000 --> 00:36:17.551
and raise the one behind it and the last one

727
00:36:19.965 --> 00:36:20.954
Done

728
00:36:20.955 --> 00:36:22.438
Duplicate it once more

729
00:36:22.679 --> 00:36:28.682
right-click it, and move Duplicate Spline Point

730
00:36:29.587 --> 00:36:30.538
Move

731
00:36:32.007 --> 00:36:33.434
Move again

732
00:36:35.763 --> 00:36:37.318
Rotate it again

733
00:36:38.301 --> 00:36:39.301
Like this

734
00:36:40.783 --> 00:36:47.549
I made a simple rail like this

735
00:36:48.000 --> 00:36:50.163
I think I need to make this camera rig rail

736
00:36:50.598 --> 00:36:56.159
a spawnable actor so it can only be used in this shot

737
00:36:56.479 --> 00:36:59.883
That means it should have a lightning bolt

738
00:36:59.884 --> 00:37:01.779
like a Cine Camera Actor on the Outliner

739
00:37:02.360 --> 00:37:03.409
To do that

740
00:37:03.562 --> 00:37:06.125
right-click while selecting

741
00:37:06.125 --> 00:37:09.956
the camera rig rail registered in this sequencer

742
00:37:10.639 --> 00:37:15.272
Then, there is an item called Convert to Spawnable at the top

743
00:37:16.120 --> 00:37:18.966
If you select this

744
00:37:19.596 --> 00:37:23.886
you can see that the camera rig rail has a lightning bolt checked

745
00:37:23.892 --> 00:37:24.736
Right?

746
00:37:25.007 --> 00:37:28.172
You can also see the lightning bolt checked on the Outliner

747
00:37:28.173 --> 00:37:29.959
Then, it has been registered

748
00:37:29.959 --> 00:37:33.040
As this progresses, the preview on the left is also released

749
00:37:33.040 --> 00:37:37.225
I will adjust this again with the Cine Camera Actor

750
00:37:37.225 --> 00:37:38.326
Done

751
00:37:38.327 --> 00:37:40.843
Then, we will apply the Cine Camera Actor

752
00:37:40.843 --> 00:37:44.000
to the camera rig rail

753
00:37:44.040 --> 00:37:45.320
The concept is like this

754
00:37:45.320 --> 00:37:49.320
If you look now, a plate like this is on the camera rig rail

755
00:37:49.320 --> 00:37:51.639
This represents the current position

756
00:37:51.639 --> 00:37:53.915
The plate moves all the way

757
00:37:54.263 --> 00:37:55.652
The plate moves

758
00:37:56.651 --> 00:37:59.760
If you look in the details window, there is an item called Current Position on Rail

759
00:37:59.760 --> 00:38:01.881
which is currently 0

760
00:38:02.120 --> 00:38:04.399
I will gradually increase this value

761
00:38:04.399 --> 00:38:07.120
If you increase it like this

762
00:38:07.120 --> 00:38:10.639
you can see the plate move like this

763
00:38:10.639 --> 00:38:12.952
Moving all the way

764
00:38:14.335 --> 00:38:20.080
you can see that when this rail becomes 1, it goes to the end

765
00:38:20.080 --> 00:38:23.959
In other words, the starting point is 0

766
00:38:23.959 --> 00:38:28.719
and the very last point is 1

767
00:38:28.719 --> 00:38:30.399
It means 100%

768
00:38:30.399 --> 00:38:34.239
So as a result, as this square plate moves

769
00:38:34.239 --> 00:38:35.879
when this plate moves

770
00:38:35.879 --> 00:38:38.581
the camera is placed on this

771
00:38:38.748 --> 00:38:40.760
and registered

772
00:38:40.760 --> 00:38:45.560
as it moves, and as this plate moves

773
00:38:45.560 --> 00:38:50.760
the camera naturally moves and films

774
00:38:50.760 --> 00:38:53.450
According to time

775
00:38:53.661 --> 00:38:56.013
this plate is 0 at 2 seconds

776
00:38:56.413 --> 00:39:00.919
and we want to go from 4.5 seconds to 4.7 seconds

777
00:39:00.919 --> 00:39:01.965
Until 4.7 seconds

778
00:39:01.966 --> 00:39:04.638
not all the way, but until 4.7 seconds

779
00:39:04.638 --> 00:39:07.000
it goes from 0 at 2 seconds

780
00:39:07.000 --> 00:39:09.556
to 1 as it moves to 4.7 seconds

781
00:39:09.903 --> 00:39:13.479
so we want to adjust it to become 1

782
00:39:13.479 --> 00:39:14.919
So that it can move like this

783
00:39:14.919 --> 00:39:19.560
 at 2 seconds, set this CurrentPositionOnLay

784
00:39:19.560 --> 00:39:23.520
to 0 and take a shot

785
00:39:23.520 --> 00:39:27.120
Click AddKeyFrame on the right

786
00:39:27.120 --> 00:39:30.608
Then, a track called CurrentPositionLay is created

787
00:39:30.623 --> 00:39:32.600
and the key value is registered

788
00:39:32.600 --> 00:39:36.679
If you move the marker back to 4.7 seconds

789
00:39:36.679 --> 00:39:41.360
and set CurrentPositionOnLay to 1

790
00:39:41.360 --> 00:39:43.840
when you click AddKeyFrame

791
00:39:43.840 --> 00:39:47.059
a line like this will appear

792
00:39:47.984 --> 00:39:51.826
and you can see this plate moving

793
00:39:52.099 --> 00:39:55.736
from 2 seconds to 4.7 seconds

794
00:39:57.604 --> 00:39:58.604
Next

795
00:39:59.173 --> 00:40:04.321
This time, we need to put this camera on this Camera Rig Rail

796
00:40:04.329 --> 00:40:06.287
So up to here

797
00:40:06.288 --> 00:40:08.621
By 2 seconds, it's here

798
00:40:08.628 --> 00:40:10.614
so from the next frame

799
00:40:10.615 --> 00:40:12.778
let's say, "Get on here,"

800
00:40:12.957 --> 00:40:17.564
so put a marker

801
00:40:17.565 --> 00:40:18.908
at around 2, 3, 6 seconds

802
00:40:20.040 --> 00:40:23.335
the next frame

803
00:40:23.669 --> 00:40:24.912
Camera Actor

804
00:40:24.913 --> 00:40:29.584
With the camera track selected, press the plus button

805
00:40:29.584 --> 00:40:32.246
And there's an Attach

806
00:40:33.120 --> 00:40:35.884
If you look at the Attach item, select Camera Rig Rail

807
00:40:36.479 --> 00:40:38.520
in New Binding

808
00:40:38.520 --> 00:40:43.511
That is, I will attach this Cine Camera Actor

809
00:40:43.511 --> 00:40:45.456
by pressing the plus button

810
00:40:45.456 --> 00:40:46.332
Where?

811
00:40:46.333 --> 00:40:49.834
In New Binding, CameraRig_Rail

812
00:40:49.834 --> 00:40:50.760
It means like this

813
00:40:50.760 --> 00:40:52.459
So, click CameraRig_Rail

814
00:40:53.762 --> 00:40:54.655
Then

815
00:40:56.398 --> 00:40:58.918
from 2 seconds on

816
00:40:58.940 --> 00:41:02.719
a track called Attach is created

817
00:41:02.719 --> 00:41:05.760
and a block called CameraRig_Rail

818
00:41:05.760 --> 00:41:07.080
is created behind it

819
00:41:07.080 --> 00:41:09.519
This block can be moved back and forth

820
00:41:09.879 --> 00:41:11.959
shortened, and stretched like this

821
00:41:11.959 --> 00:41:14.399
From 2 seconds to 6 seconds

822
00:41:14.399 --> 00:41:16.923
a block that says, �쏛ttach to the Camera Rig Rail,��

823
00:41:16.923 --> 00:41:18.934
That block says

824
00:41:19.222 --> 00:41:21.455
"Attach this space"

825
00:41:21.456 --> 00:41:23.239
This function has been created

826
00:41:23.239 --> 00:41:26.551
So, since we�셱e going to attach it all the way

827
00:41:27.280 --> 00:41:29.919
we can just push this block to the end

828
00:41:29.919 --> 00:41:32.959
And the important thing is that

829
00:41:32.959 --> 00:41:35.679
you can see that the camera position has changed slightly

830
00:41:35.679 --> 00:41:38.203
In other words, it went well up

831
00:41:38.203 --> 00:41:39.701
to here for 2 seconds

832
00:41:40.040 --> 00:41:43.760
but when it attaches to the camera rig rail

833
00:41:43.760 --> 00:41:45.320
where does the camera go?

834
00:41:45.320 --> 00:41:47.439
You can see that it went back over there

835
00:41:47.439 --> 00:41:48.718
The reason for this is that

836
00:41:49.159 --> 00:41:53.159
if you look at the location value, 
which is the original position of the camera

837
00:41:53.159 --> 00:41:54.239
it is this value

838
00:41:54.239 --> 00:41:56.836
This value is the position value in the world

839
00:41:57.166 --> 00:41:59.000
The position value in the world

840
00:41:59.000 --> 00:42:02.679
and the moment it is attached to the CameraRig_Rail

841
00:42:02.679 --> 00:42:05.080
you can see in the outliner that

842
00:42:05.080 --> 00:42:09.320
it has entered as a child of the CameraRig_Rail

843
00:42:09.320 --> 00:42:11.679
What I mean by entering as a child is that

844
00:42:11.679 --> 00:42:15.120
it has entered the space of the CameraRig_Rail

845
00:42:15.120 --> 00:42:16.396
and cannot help

846
00:42:16.397 --> 00:42:23.454
but be affected by the space of the parent CameraRig_Rail

847
00:42:24.000 --> 00:42:30.040
So, at this time, the location of the cine camera actor 
should be placed at the origin

848
00:42:30.040 --> 00:42:31.406
0, 0, 0

849
00:42:32.285 --> 00:42:34.203
If you place it at the origin like this

850
00:42:34.453 --> 00:42:35.339
Like this

851
00:42:36.897 --> 00:42:38.496
This is the origin

852
00:42:38.499 --> 00:42:41.568
You can see that it moves to the origin like this

853
00:42:41.568 --> 00:42:45.679
The starting point of the camera rig becomes the origin of this space

854
00:42:45.679 --> 00:42:47.951
That's why it came here like this

855
00:42:48.479 --> 00:42:52.280
In this state, I will slightly correct the camera position value

856
00:42:52.280 --> 00:42:52.848
Like this

857
00:42:56.931 --> 00:42:59.613
Let's move it up just a little bit

858
00:43:00.199 --> 00:43:01.142
I'll move it slightly upwards

859
00:43:04.465 --> 00:43:10.258
After that, we need to fix the transform value 
of the camera actor again

860
00:43:10.565 --> 00:43:12.879
 If you click the location keyframe

861
00:43:12.879 --> 00:43:14.540
L key

862
00:43:15.368 --> 00:43:19.479
you'll see that the keyframe changes

863
00:43:19.479 --> 00:43:21.639
It's checked

864
00:43:21.639 --> 00:43:25.000
Before this rig rail, it was based on the world coordinates

865
00:43:25.000 --> 00:43:27.479
Once it enters the rig rail

866
00:43:27.479 --> 00:43:30.000
the position should be adjusted

867
00:43:30.000 --> 00:43:34.439
based on the rig rail as its child

868
00:43:34.439 --> 00:43:35.600
By setting the keyframe this way

869
00:43:35.600 --> 00:43:40.399
the camera's position will now depend on the rig rail

870
00:43:40.399 --> 00:43:42.487
and will move along with it

871
00:43:42.487 --> 00:43:43.228
Like this

872
00:43:44.872 --> 00:43:46.000
Shall we make it bigger?

873
00:43:47.296 --> 00:43:49.359
It will move like this

874
00:43:53.695 --> 00:43:55.833
The camera is moving well

875
00:43:56.228 --> 00:43:57.158
It's doing fine

876
00:43:57.639 --> 00:44:02.439
but now we can see that the camera's focus is fixed

877
00:44:02.439 --> 00:44:04.879
Since it's fixed, it's not very interesting

878
00:44:04.879 --> 00:44:06.188
We want

879
00:44:07.081 --> 00:44:08.560
the camera to focus on

880
00:44:08.560 --> 00:44:10.239
this point

881
00:44:10.239 --> 00:44:14.659
where the character from the starting point

882
00:44:15.199 --> 00:44:17.777
So, from now on

883
00:44:18.273 --> 00:44:20.214
we will adjust the camera's focus

884
00:44:20.214 --> 00:44:23.919
to follow the character

885
00:44:23.919 --> 00:44:28.120
While moving the marker, I think I made a little mistake

886
00:44:28.120 --> 00:44:29.959
When it moved front

887
00:44:29.959 --> 00:44:33.072
to here

888
00:44:33.479 --> 00:44:34.818
at this point

889
00:44:34.819 --> 00:44:37.070
only the location was keyframed

890
00:44:37.070 --> 00:44:38.683
and since the rotation value

891
00:44:38.684 --> 00:44:42.139
 wasn't keyframed

892
00:44:42.139 --> 00:44:45.028
you can see that it just flipped directly

893
00:44:46.026 --> 00:44:49.439
to the new value

894
00:44:49.439 --> 00:44:50.380
What I mean is that

895
00:44:50.702 --> 00:44:52.122
if you look at the track below

896
00:44:52.400 --> 00:44:54.760
you'll see location and rotation values

897
00:44:54.760 --> 00:44:59.560
Up until now, only the location value has been changed

898
00:44:59.560 --> 00:45:02.959
Since there are no keyframes

899
00:45:02.959 --> 00:45:06.520
 for the rotation value

900
00:45:06.520 --> 00:45:11.199
it automatically rotates to the new rotation value

901
00:45:11.199 --> 00:45:15.506
which ends up affecting all the frames

902
00:45:15.507 --> 00:45:16.887
including the one before

903
00:45:17.320 --> 00:45:21.934
So, we also need to adjust 
the rotation value again at the beginning

904
00:45:23.467 --> 00:45:25.822
Let's do that

905
00:45:28.050 --> 00:45:35.589
We'll add the rotation keyframe here

906
00:45:35.601 --> 00:45:38.800
and then make sure

907
00:45:38.800 --> 00:45:41.159
to hold the keyframe

908
00:45:41.159 --> 00:45:43.199
for 2 seconds

909
00:45:43.199 --> 00:45:46.565
By keyframing the location and rotation values similarly

910
00:45:47.040 --> 00:45:50.600
you can see that the position and rotation values won't change

911
00:45:50.600 --> 00:45:53.600
Then, when it transitions to the rig rail

912
00:45:53.600 --> 00:45:57.080
we rotate it again

913
00:45:57.080 --> 00:45:58.688
After rotating it

914
00:46:02.415 --> 00:46:04.233
180 degrees

915
00:46:05.120 --> 00:46:11.209
we'll also do add a rotation by AddKeyframe here

916
00:46:11.660 --> 00:46:16.384
This way, until 2 seconds, the camera 
will continue to focus on the starting point

917
00:46:16.841 --> 00:46:20.256
After 2 seconds, when the camera transitions to the rig rail

918
00:46:20.639 --> 00:46:24.270
you'll see that it rotates correctly and comes back like this

919
00:46:24.560 --> 00:46:27.000
And then, it moves up like this

920
00:46:27.000 --> 00:46:28.311
It's been corrected like this

921
00:46:29.199 --> 00:46:31.080
We want to

922
00:46:31.080 --> 00:46:34.829
set the tracking target during the camera's rig rail movement

923
00:46:35.320 --> 00:46:37.280
This is done through the Rocket Tracking setting

924
00:46:37.280 --> 00:46:40.479
where we specify what the camera should focus on

925
00:46:40.479 --> 00:46:46.560
Currently, the "Enable Look at Tracking" option is disabled

926
00:46:46.560 --> 00:46:51.080
So, we will keyframe it with the tracking disabled until 2 seconds

927
00:46:51.080 --> 00:46:51.580
Click

928
00:46:52.016 --> 00:46:55.138
This way, it remains inactive until then

929
00:46:56.080 --> 00:46:58.360
and then we skip a frame

930
00:46:58.360 --> 00:47:03.944
From here, we check "Enable Lock at Tracking,"

931
00:47:03.961 --> 00:47:06.879
so the camera won't focus on anything before 2 seconds

932
00:47:06.879 --> 00:47:09.959
but after 2 seconds, focus on the desired target

933
00:47:09.959 --> 00:47:11.280
It's like this

934
00:47:11.280 --> 00:47:13.919
Now, let's set the target for the camera to focus on

935
00:47:13.919 --> 00:47:15.840
So, after 2 seconds

936
00:47:15.840 --> 00:47:20.239
when "Enable Look at Tracking" is activated, 
we need to specify the target

937
00:47:20.239 --> 00:47:21.984
Like this

938
00:47:21.984 --> 00:47:23.290
This is the one

939
00:47:24.719 --> 00:47:27.199
There's an option called "Actor to Track"

940
00:47:27.199 --> 00:47:28.200
Actor to Track

941
00:47:28.666 --> 00:47:32.879
In the Actor to Track, you can decide 
which actor the camera will focus on

942
00:47:32.879 --> 00:47:36.080
By selecting "Player Start" through the spool

943
00:47:36.080 --> 00:47:40.836
you'll see that "Player Start" is registered 
in the "Actor to Track" field like this

944
00:47:41.159 --> 00:47:44.719
The "Player Start" may not be searchable here

945
00:47:44.719 --> 00:47:46.959
because it's a level instance

946
00:47:46.959 --> 00:47:50.120
and its contents don't appear in the search

947
00:47:50.120 --> 00:47:51.560
Once it's registered

948
00:47:51.560 --> 00:47:53.810
if you check the camera

949
00:47:54.239 --> 00:47:56.426
you can see what it's focusing on

950
00:47:57.280 --> 00:48:00.760
Before 2 seconds, it doesn't focus on anything

951
00:48:00.760 --> 00:48:02.200
but after 2 seconds

952
00:48:02.600 --> 00:48:06.040
once it's registered in the camera rig rail

953
00:48:06.040 --> 00:48:08.443
the camera starts updating

954
00:48:09.639 --> 00:48:12.560
continuously, although it shakes a bit

955
00:48:12.560 --> 00:48:16.144
It's updating the target to focus on every frame

956
00:48:16.439 --> 00:48:22.846
As you can see, it keeps focusing on the Player Start

957
00:48:28.085 --> 00:48:29.775
Now, let's play from the beginning

958
00:48:30.360 --> 00:48:33.320
Click To Front and play

959
00:48:33.320 --> 00:48:34.959
You'll see the camera move for 2 seconds

960
00:48:34.959 --> 00:48:39.847
and after that, it follows the camera rig rail

961
00:48:40.560 --> 00:48:43.239
and focuses on the Player Start

962
00:48:43.239 --> 00:48:45.560
Since the marker has gone off-screen

963
00:48:45.560 --> 00:48:49.159
it's better to bring it back inside the shot

964
00:48:49.159 --> 00:48:52.080
and click the Cine Camera Actor to adjust it

965
00:48:53.040 --> 00:48:55.159
The first shot is complete

966
00:48:55.159 --> 00:48:57.719
Now, let's review the content we learned in this session

967
00:48:58.642 --> 00:48:59.833
Marketplace Fab Utilization and Sequencer Overview
Fab
A space where assets are sold, purchased, and shared between users

968
00:48:59.833 --> 00:49:00.517
Fab integrates various marketplace spaces supported by Unreal, such as Marketplace, SketchFab, and ArtStation

969
00:49:00.517 --> 00:49:01.283
How to use Fab
After searching, select Download/Add to My Library, depending on whether you want to use the desired asset
You can check the assets added to My Library in Library �� Vault in the Unreal Launcher

970
00:49:01.283 --> 00:49:01.948
Click the Add button of the project of the desired asset, select the project to install, and check the creation of the related folder after installation is complete

971
00:49:01.948 --> 00:49:02.588
Lesson Example Download
Download the Infinity Blade Hideout sample asset used for learning from the GitHub link

972
00:49:02.588 --> 00:49:03.096
Select Environment pack3 from the unzipped folder, copy it, and paste it directly under the content folder of the project you are working on

973
00:49:03.097 --> 00:49:03.698
Check the creation of the EnvironmentPack3 folder in the content folder of the content browser panel

974
00:49:03.698 --> 00:49:04.841
Cut Scene
Inserting a scene that is not user-controlled but directed by the developer in the middle of the game to explain the opening, ending, or story

975
00:49:04.841 --> 00:49:05.782
In the past, Cut Scenes and 3D for 3D play were used separately, but now the boundary between cutscenes and play has become ambiguous

976
00:49:05.782 --> 00:49:07.803
Sequencer
It is easy to understand if you compare it to a movie shooting site to utilize the sequencer
Sequencer (Actor): Film director
CinecameraActor: Camera
Sequencer (Asset): Scenario and film
Level: Location
Actor: Actor and props

977
00:49:07.803 --> 00:49:08.884
Direction for camera work
Level creation
Empty Level (streaming format)
Drag Environment pack / DemoMap4 level to the current level to load it as a level instance

978
00:49:08.884 --> 00:49:10.265
Create a sequence
Click the top slate icon and select Add level Sequence with shorts
Name it My Sequence and set Number of Shorts to 2

979
00:49:10.265 --> 00:49:11.346
Viewport Settings
ViewPort Option �� Layout �� Select Two Panes
Left Viewport: Sequence Camera Preview / Right Viewport: Operation for placement and production

980
00:49:11.346 --> 00:49:13.666
Unlike general camera actors used during runtime, it has functions specialized for production, such as focal length and follow
Ability to set details of camera lenses to match the settings with real cameras

981
00:49:13.666 --> 00:49:14.896
Camera Working Direction
Spawnable Actor
An actor that spawns in the level only when the sequencer is playing. It is marked with a lightning icon ove

982
00:49:14.896 --> 00:49:15.777
CameraRig Rail
Drag the CameraRig to place it in the world
Right-click the CameraRig track and select Convert To Spawnable

983
00:49:15.777 --> 00:49:16.438
Set the Current Position On Rail value to 0 at the start of the rail and 1 at the end of the rail

984
00:49:16.438 --> 00:49:17.339
Click the [+] button on the right side of the Camera Actor track and select Attach �� New Binding �� CameraRig_Rail to connect the camera and the rail

985
00:49:17.339 --> 00:49:18.060
Camera Focus Settings
Add a keyframe to disable the CineCamera Actor's Lookat Tracking Settings Enable Look at Tracking for up to 2 seconds

986
00:49:18.060 --> 00:49:18.600
Add a keyframe to enable Look at Tracking from the frame after 2 seconds
Use the eyedropper to select Player Start on the CineCamera Actor's Actor-to-Track